If you are reading this chances are that you already know what shadow mapping is and how it works, but let me give a quick overview of the steps involved: I looked at his DEngine code as an example. I would like to credit Fabien Sanglard for his shadow mapping tutorials which I used as a basis for my code. Here are the updated images (I changed the color of the plane to get a better contrast): Shadow-mapping is prone to many artifacts, which I wasn’t able to properly fix (UPDATE: Main artifacts fixed).I am posting this without the fix in the hopes that somebody can help me out too as to what I am doing wrong. While my implementation “works”, it does not good look at all. Given how GPUs on mobile devices (iPhone/Android/whatever) are getting more and more powerful every day I thought I might try implementing it on my Samsung Captivate (Galaxy S). Shadow Mapping is a popular technique for rendering shadows in games and other real-time applications. Updated images below – it works but has very slight artifacts when it comes to the mesh’s self-shadows. Turns out I had dithering enabled, so I had to disable it to remove the dithering effect. Thanks to Henry’s comment below I was able to fix most of the artifacts showing up. I’ll first link to the apk, source code and the repository: NOTE: This tutorial builds up on my previous 2 tutorials: how to setup OpenGL ES 2.0 on Android and how to render to texture.
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